/**   
* @Title: IcsProgressBar.java 
* @Package com.actionbarsherlock.internal.widget 
* @Description: 
*			声明:
*			1)掌控校园是本人的大学的创业作品,也是本人的毕业设计
*			2)本程序尚未进行开放源代码,所以禁止组织或者是个人泄露源码,否则将会追究其刑事责任
*			3)编写本软件,我需要感谢彭老师以及其他鼓励和支持我的同学以及朋友
*			4)本程序的最终所有权属于本人	
* @author  张雷 794857063@qq.com
* @date 2013-11-14 19:34:42 
* @version V1.0   
*/

package com.actionbarsherlock.internal.nineoldandroids.animation;

import android.os.Handler;
import android.os.Looper;
import android.os.Message;
import android.util.AndroidRuntimeException;
import android.view.animation.AccelerateDecelerateInterpolator;
import android.view.animation.AnimationUtils;
import android.view.animation.Interpolator;
import android.view.animation.LinearInterpolator;

import java.util.ArrayList;
import java.util.HashMap;

// TODO: Auto-generated Javadoc
/**
 * This class provides a simple timing engine for running animations which
 * calculate animated values and set them on target objects.
 * 
 * <p>
 * There is a single timing pulse that all animations use. It runs in a custom
 * handler to ensure that property changes happen on the UI thread.
 * </p>
 * 
 * <p>
 * By default, ValueAnimator uses non-linear time interpolation, via the
 * {@link AccelerateDecelerateInterpolator} class, which accelerates into and
 * decelerates out of an animation. This behavior can be changed by calling
 * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.
 * </p>
 */
@SuppressWarnings({ "rawtypes", "unchecked" })
public class ValueAnimator extends Animator {

	/** Internal constants. */

	/*
	 * The default amount of time in ms between animation frames
	 */
	private static final long DEFAULT_FRAME_DELAY = 10;

	/**
	 * Messages sent to timing handler: START is sent when an animation first
	 * begins, FRAME is sent by the handler to itself to process the next
	 * animation frame.
	 */
	static final int ANIMATION_START = 0;
	
	/** The Constant ANIMATION_FRAME. */
	static final int ANIMATION_FRAME = 1;

	/**
	 * Values used with internal variable mPlayingState to indicate the current
	 * state of an animation.
	 */
	static final int STOPPED = 0; // Not yet playing
	
	/** The Constant RUNNING. */
	static final int RUNNING = 1; // Playing normally
	
	/** The Constant SEEKED. */
	static final int SEEKED = 2; // Seeked to some time value

	/**
	 * Internal variables NOTE: This object implements the clone() method,
	 * making a deep copy of any referenced objects. As other non-trivial fields
	 * are added to this class, make sure to add logic to clone() to make deep
	 * copies of them.
	 */

	// The first time that the animation's animateFrame() method is called. This
	// time is used to
	// determine elapsed time (and therefore the elapsed fraction) in subsequent
	// calls
	// to animateFrame()
	long mStartTime;

	/**
	 * Set when setCurrentPlayTime() is called. If negative, animation is not
	 * currently seeked to a value.
	 */
	long mSeekTime = -1;

	// TODO: We access the following ThreadLocal variables often, some of them
	// on every update.
	// If ThreadLocal access is significantly expensive, we may want to put all
	// of these
	// fields into a structure sot hat we just access ThreadLocal once to get
	// the reference
	// to that structure, then access the structure directly for each field.

	// The static sAnimationHandler processes the internal timing loop on which
	// all animations
	// are based
	/** The s animation handler. */
	private static ThreadLocal<AnimationHandler> sAnimationHandler = new ThreadLocal<AnimationHandler>();

	// The per-thread list of all active animations
	/** The Constant sAnimations. */
	private static final ThreadLocal<ArrayList<ValueAnimator>> sAnimations = new ThreadLocal<ArrayList<ValueAnimator>>() {
		@Override
		protected ArrayList<ValueAnimator> initialValue() {
			return new ArrayList<ValueAnimator>();
		}
	};

	// The per-thread set of animations to be started on the next animation
	// frame
	/** The Constant sPendingAnimations. */
	private static final ThreadLocal<ArrayList<ValueAnimator>> sPendingAnimations = new ThreadLocal<ArrayList<ValueAnimator>>() {
		@Override
		protected ArrayList<ValueAnimator> initialValue() {
			return new ArrayList<ValueAnimator>();
		}
	};

	/**
	 * Internal per-thread collections used to avoid set collisions as
	 * animations start and end while being processed.
	 */
	private static final ThreadLocal<ArrayList<ValueAnimator>> sDelayedAnims = new ThreadLocal<ArrayList<ValueAnimator>>() {
		@Override
		protected ArrayList<ValueAnimator> initialValue() {
			return new ArrayList<ValueAnimator>();
		}
	};

	/** The Constant sEndingAnims. */
	private static final ThreadLocal<ArrayList<ValueAnimator>> sEndingAnims = new ThreadLocal<ArrayList<ValueAnimator>>() {
		@Override
		protected ArrayList<ValueAnimator> initialValue() {
			return new ArrayList<ValueAnimator>();
		}
	};

	/** The Constant sReadyAnims. */
	private static final ThreadLocal<ArrayList<ValueAnimator>> sReadyAnims = new ThreadLocal<ArrayList<ValueAnimator>>() {
		@Override
		protected ArrayList<ValueAnimator> initialValue() {
			return new ArrayList<ValueAnimator>();
		}
	};

	// The time interpolator to be used if none is set on the animation
	/** The Constant sDefaultInterpolator. */
	private static final/* Time */Interpolator sDefaultInterpolator = new AccelerateDecelerateInterpolator();

	// type evaluators for the primitive types handled by this implementation
	// private static final TypeEvaluator sIntEvaluator = new IntEvaluator();
	// private static final TypeEvaluator sFloatEvaluator = new
	// FloatEvaluator();

	/**
	 * Used to indicate whether the animation is currently playing in reverse.
	 * This causes the elapsed fraction to be inverted to calculate the
	 * appropriate values.
	 */
	private boolean mPlayingBackwards = false;

	/**
	 * This variable tracks the current iteration that is playing. When
	 * mCurrentIteration exceeds the repeatCount (if repeatCount!=INFINITE), the
	 * animation ends
	 */
	private int mCurrentIteration = 0;

	/**
	 * Tracks current elapsed/eased fraction, for querying in
	 * getAnimatedFraction().
	 */
	private float mCurrentFraction = 0f;

	/**
	 * Tracks whether a startDelay'd animation has begun playing through the
	 * startDelay.
	 */
	private boolean mStartedDelay = false;

	/**
	 * Tracks the time at which the animation began playing through its
	 * startDelay. This is different from the mStartTime variable, which is used
	 * to track when the animation became active (which is when the startDelay
	 * expired and the animation was added to the active animations list).
	 */
	private long mDelayStartTime;

	/**
	 * Flag that represents the current state of the animation. Used to figure
	 * out when to start an animation (if state == STOPPED). Also used to end an
	 * animation that has been cancel()'d or end()'d since the last animation
	 * frame. Possible values are STOPPED, RUNNING, SEEKED.
	 */
	int mPlayingState = STOPPED;

	/**
	 * Additional playing state to indicate whether an animator has been
	 * start()'d. There is some lag between a call to start() and the first
	 * animation frame. We should still note that the animation has been
	 * started, even if it's first animation frame has not yet happened, and
	 * reflect that state in isRunning(). Note that delayed animations are
	 * different: they are not started until their first animation frame, which
	 * occurs after their delay elapses.
	 */
	private boolean mRunning = false;

	/**
	 * Additional playing state to indicate whether an animator has been
	 * start()'d, whether or not there is a nonzero startDelay.
	 */
	private boolean mStarted = false;

	/**
	 * Flag that denotes whether the animation is set up and ready to go. Used
	 * to set up animation that has not yet been started.
	 */
	boolean mInitialized = false;

	//
	// Backing variables
	//

	// How long the animation should last in ms
	/** The m duration. */
	private long mDuration = 300;

	// The amount of time in ms to delay starting the animation after start() is
	// called
	/** The m start delay. */
	private long mStartDelay = 0;

	// The number of milliseconds between animation frames
	/** The s frame delay. */
	private static long sFrameDelay = DEFAULT_FRAME_DELAY;

	// The number of times the animation will repeat. The default is 0, which
	// means the animation
	// will play only once
	/** The m repeat count. */
	private int mRepeatCount = 0;

	/**
	 * The type of repetition that will occur when repeatMode is nonzero.
	 * RESTART means the animation will start from the beginning on every new
	 * cycle. REVERSE means the animation will reverse directions on each
	 * iteration.
	 */
	private int mRepeatMode = RESTART;

	/**
	 * The time interpolator to be used. The elapsed fraction of the animation
	 * will be passed through this interpolator to calculate the interpolated
	 * fraction, which is then used to calculate the animated values.
	 */
	private/* Time */Interpolator mInterpolator = sDefaultInterpolator;

	/**
	 * The set of listeners to be sent events through the life of an animation.
	 */
	private ArrayList<AnimatorUpdateListener> mUpdateListeners = null;

	/**
	 * The property/value sets being animated.
	 */
	PropertyValuesHolder[] mValues;

	/**
	 * A hashmap of the PropertyValuesHolder objects. This map is used to lookup
	 * animated values by property name during calls to
	 * getAnimatedValue(String).
	 */
	HashMap<String, PropertyValuesHolder> mValuesMap;

	/** Public constants. */

	/**
	 * When the animation reaches the end and <code>repeatCount</code> is
	 * INFINITE or a positive value, the animation restarts from the beginning.
	 */
	public static final int RESTART = 1;
	/**
	 * When the animation reaches the end and <code>repeatCount</code> is
	 * INFINITE or a positive value, the animation reverses direction on every
	 * iteration.
	 */
	public static final int REVERSE = 2;
	/**
	 * This value used used with the {@link #setRepeatCount(int)} property to
	 * repeat the animation indefinitely.
	 */
	public static final int INFINITE = -1;

	/**
	 * Creates a new ValueAnimator object. This default constructor is primarily
	 * for use internally; the factory methods which take parameters are more
	 * generally useful.
	 */
	public ValueAnimator() {
	}

	/**
	 * Constructs and returns a ValueAnimator that animates between int values.
	 * A single value implies that that value is the one being animated to.
	 * However, this is not typically useful in a ValueAnimator object because
	 * there is no way for the object to determine the starting value for the
	 * animation (unlike ObjectAnimator, which can derive that value from the
	 * target object and property being animated). Therefore, there should
	 * typically be two or more values.
	 * 
	 * @param values
	 *            A set of values that the animation will animate between over
	 *            time.
	 * @return A ValueAnimator object that is set up to animate between the
	 *         given values.
	 */
	public static ValueAnimator ofInt(int... values) {
		ValueAnimator anim = new ValueAnimator();
		anim.setIntValues(values);
		return anim;
	}

	/**
	 * Constructs and returns a ValueAnimator that animates between float
	 * values. A single value implies that that value is the one being animated
	 * to. However, this is not typically useful in a ValueAnimator object
	 * because there is no way for the object to determine the starting value
	 * for the animation (unlike ObjectAnimator, which can derive that value
	 * from the target object and property being animated). Therefore, there
	 * should typically be two or more values.
	 * 
	 * @param values
	 *            A set of values that the animation will animate between over
	 *            time.
	 * @return A ValueAnimator object that is set up to animate between the
	 *         given values.
	 */
	public static ValueAnimator ofFloat(float... values) {
		ValueAnimator anim = new ValueAnimator();
		anim.setFloatValues(values);
		return anim;
	}

	/**
	 * Constructs and returns a ValueAnimator that animates between the values
	 * specified in the PropertyValuesHolder objects.
	 * 
	 * @param values
	 *            A set of PropertyValuesHolder objects whose values will be
	 *            animated between over time.
	 * @return A ValueAnimator object that is set up to animate between the
	 *         given values.
	 */
	public static ValueAnimator ofPropertyValuesHolder(
			PropertyValuesHolder... values) {
		ValueAnimator anim = new ValueAnimator();
		anim.setValues(values);
		return anim;
	}

	/**
	 * Constructs and returns a ValueAnimator that animates between Object
	 * values. A single value implies that that value is the one being animated
	 * to. However, this is not typically useful in a ValueAnimator object
	 * because there is no way for the object to determine the starting value
	 * for the animation (unlike ObjectAnimator, which can derive that value
	 * from the target object and property being animated). Therefore, there
	 * should typically be two or more values.
	 * 
	 * <p>
	 * Since ValueAnimator does not know how to animate between arbitrary
	 * Objects, this factory method also takes a TypeEvaluator object that the
	 * ValueAnimator will use to perform that interpolation.
	 * 
	 * @param evaluator
	 *            A TypeEvaluator that will be called on each animation frame to
	 *            provide the ncessry interpolation between the Object values to
	 *            derive the animated value.
	 * @param values
	 *            A set of values that the animation will animate between over
	 *            time.
	 * @return A ValueAnimator object that is set up to animate between the
	 *         given values.
	 */
	public static ValueAnimator ofObject(TypeEvaluator evaluator,
			Object... values) {
		ValueAnimator anim = new ValueAnimator();
		anim.setObjectValues(values);
		anim.setEvaluator(evaluator);
		return anim;
	}

	/**
	 * Sets int values that will be animated between. A single value implies
	 * that that value is the one being animated to. However, this is not
	 * typically useful in a ValueAnimator object because there is no way for
	 * the object to determine the starting value for the animation (unlike
	 * ObjectAnimator, which can derive that value from the target object and
	 * property being animated). Therefore, there should typically be two or
	 * more values.
	 * 
	 * <p>
	 * If there are already multiple sets of values defined for this
	 * ValueAnimator via more than one PropertyValuesHolder object, this method
	 * will set the values for the first of those objects.
	 * </p>
	 * 
	 * @param values
	 *            A set of values that the animation will animate between over
	 *            time.
	 */
	public void setIntValues(int... values) {
		if (values == null || values.length == 0) {
			return;
		}
		if (mValues == null || mValues.length == 0) {
			setValues(new PropertyValuesHolder[] { PropertyValuesHolder.ofInt(
					"", values) });
		} else {
			PropertyValuesHolder valuesHolder = mValues[0];
			valuesHolder.setIntValues(values);
		}
		// New property/values/target should cause re-initialization prior to
		// starting
		mInitialized = false;
	}

	/**
	 * Sets float values that will be animated between. A single value implies
	 * that that value is the one being animated to. However, this is not
	 * typically useful in a ValueAnimator object because there is no way for
	 * the object to determine the starting value for the animation (unlike
	 * ObjectAnimator, which can derive that value from the target object and
	 * property being animated). Therefore, there should typically be two or
	 * more values.
	 * 
	 * <p>
	 * If there are already multiple sets of values defined for this
	 * ValueAnimator via more than one PropertyValuesHolder object, this method
	 * will set the values for the first of those objects.
	 * </p>
	 * 
	 * @param values
	 *            A set of values that the animation will animate between over
	 *            time.
	 */
	public void setFloatValues(float... values) {
		if (values == null || values.length == 0) {
			return;
		}
		if (mValues == null || mValues.length == 0) {
			setValues(new PropertyValuesHolder[] { PropertyValuesHolder
					.ofFloat("", values) });
		} else {
			PropertyValuesHolder valuesHolder = mValues[0];
			valuesHolder.setFloatValues(values);
		}
		// New property/values/target should cause re-initialization prior to
		// starting
		mInitialized = false;
	}

	/**
	 * Sets the values to animate between for this animation. A single value
	 * implies that that value is the one being animated to. However, this is
	 * not typically useful in a ValueAnimator object because there is no way
	 * for the object to determine the starting value for the animation (unlike
	 * ObjectAnimator, which can derive that value from the target object and
	 * property being animated). Therefore, there should typically be two or
	 * more values.
	 * 
	 * <p>
	 * If there are already multiple sets of values defined for this
	 * ValueAnimator via more than one PropertyValuesHolder object, this method
	 * will set the values for the first of those objects.
	 * </p>
	 * 
	 * <p>
	 * There should be a TypeEvaluator set on the ValueAnimator that knows how
	 * to interpolate between these value objects. ValueAnimator only knows how
	 * to interpolate between the primitive types specified in the other
	 * setValues() methods.
	 * </p>
	 * 
	 * @param values
	 *            The set of values to animate between.
	 */
	public void setObjectValues(Object... values) {
		if (values == null || values.length == 0) {
			return;
		}
		if (mValues == null || mValues.length == 0) {
			setValues(new PropertyValuesHolder[] { PropertyValuesHolder
					.ofObject("", (TypeEvaluator) null, values) });
		} else {
			PropertyValuesHolder valuesHolder = mValues[0];
			valuesHolder.setObjectValues(values);
		}
		// New property/values/target should cause re-initialization prior to
		// starting
		mInitialized = false;
	}

	/**
	 * Sets the values, per property, being animated between. This function is
	 * called internally by the constructors of ValueAnimator that take a list
	 * of values. But an ValueAnimator can be constructed without values and
	 * this method can be called to set the values manually instead.
	 * 
	 * @param values
	 *            The set of values, per property, being animated between.
	 */
	public void setValues(PropertyValuesHolder... values) {
		int numValues = values.length;
		mValues = values;
		mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
		for (int i = 0; i < numValues; ++i) {
			PropertyValuesHolder valuesHolder = values[i];
			mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
		}
		// New property/values/target should cause re-initialization prior to
		// starting
		mInitialized = false;
	}

	/**
	 * Returns the values that this ValueAnimator animates between. These values
	 * are stored in PropertyValuesHolder objects, even if the ValueAnimator was
	 * created with a simple list of value objects instead.
	 * 
	 * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects
	 *         which hold the values, per property, that define the animation.
	 */
	public PropertyValuesHolder[] getValues() {
		return mValues;
	}

	/**
	 * This function is called immediately before processing the first animation
	 * frame of an animation. If there is a nonzero <code>startDelay</code>, the
	 * function is called after that delay ends. It takes care of the final
	 * initialization steps for the animation.
	 * 
	 * <p>
	 * Overrides of this method should call the superclass method to ensure that
	 * internal mechanisms for the animation are set up correctly.
	 * </p>
	 */
	void initAnimation() {
		if (!mInitialized) {
			int numValues = mValues.length;
			for (int i = 0; i < numValues; ++i) {
				mValues[i].init();
			}
			mInitialized = true;
		}
	}

	/**
	 * Sets the length of the animation. The default duration is 300
	 * milliseconds.
	 * 
	 * @param duration
	 *            The length of the animation, in milliseconds. This value
	 *            cannot be negative.
	 * @return ValueAnimator The object called with setDuration(). This return
	 *         value makes it easier to compose statements together that
	 *         construct and then set the duration, as in
	 *         <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>.
	 */
	@Override
	public ValueAnimator setDuration(long duration) {
		if (duration < 0) {
			throw new IllegalArgumentException(
					"Animators cannot have negative duration: " + duration);
		}
		mDuration = duration;
		return this;
	}

	/**
	 * Gets the length of the animation. The default duration is 300
	 * milliseconds.
	 * 
	 * @return The length of the animation, in milliseconds.
	 */
	@Override
	public long getDuration() {
		return mDuration;
	}

	/**
	 * Sets the position of the animation to the specified point in time. This
	 * time should be between 0 and the total duration of the animation,
	 * including any repetition. If the animation has not yet been started, then
	 * it will not advance forward after it is set to this time; it will simply
	 * set the time to this value and perform any appropriate actions based on
	 * that time. If the animation is already running, then setCurrentPlayTime()
	 * will set the current playing time to this value and continue playing from
	 * that point.
	 * 
	 * @param playTime
	 *            The time, in milliseconds, to which the animation is advanced
	 *            or rewound.
	 */
	public void setCurrentPlayTime(long playTime) {
		initAnimation();
		long currentTime = AnimationUtils.currentAnimationTimeMillis();
		if (mPlayingState != RUNNING) {
			mSeekTime = playTime;
			mPlayingState = SEEKED;
		}
		mStartTime = currentTime - playTime;
		animationFrame(currentTime);
	}

	/**
	 * Gets the current position of the animation in time, which is equal to the
	 * current time minus the time that the animation started. An animation that
	 * is not yet started will return a value of zero.
	 * 
	 * @return The current position in time of the animation.
	 */
	public long getCurrentPlayTime() {
		if (!mInitialized || mPlayingState == STOPPED) {
			return 0;
		}
		return AnimationUtils.currentAnimationTimeMillis() - mStartTime;
	}

	/**
	 * This custom, static handler handles the timing pulse that is shared by
	 * all active animations. This approach ensures that the setting of
	 * animation values will happen on the UI thread and that all animations
	 * will share the same times for calculating their values, which makes
	 * synchronizing animations possible.
	 * 
	 */
	private static class AnimationHandler extends Handler {
		
		/**
		 * There are only two messages that we care about: ANIMATION_START and
		 * ANIMATION_FRAME. The START message is sent when an animation's
		 * start() method is called. It cannot start synchronously when start()
		 * is called because the call may be on the wrong thread, and it would
		 * also not be synchronized with other animations because it would not
		 * start on a common timing pulse. So each animation sends a START
		 * message to the handler, which causes the handler to place the
		 * animation on the active animations queue and start processing frames
		 * for that animation. The FRAME message is the one that is sent over
		 * and over while there are any active animations to process.
		 * 
		 * @param msg
		 *            the msg
		 */
		@Override
		public void handleMessage(Message msg) {
			boolean callAgain = true;
			ArrayList<ValueAnimator> animations = sAnimations.get();
			ArrayList<ValueAnimator> delayedAnims = sDelayedAnims.get();
			switch (msg.what) {
			// TODO: should we avoid sending frame message when starting if we
			// were already running?
			case ANIMATION_START:
				ArrayList<ValueAnimator> pendingAnimations = sPendingAnimations
						.get();
				if (animations.size() > 0 || delayedAnims.size() > 0) {
					callAgain = false;
				}
				// pendingAnims holds any animations that have requested to be
				// started
				// We're going to clear sPendingAnimations, but starting
				// animation may
				// cause more to be added to the pending list (for example, if
				// one animation
				// starting triggers another starting). So we loop until
				// sPendingAnimations
				// is empty.
				while (pendingAnimations.size() > 0) {
					ArrayList<ValueAnimator> pendingCopy = (ArrayList<ValueAnimator>) pendingAnimations
							.clone();
					pendingAnimations.clear();
					int count = pendingCopy.size();
					for (int i = 0; i < count; ++i) {
						ValueAnimator anim = pendingCopy.get(i);
						// If the animation has a startDelay, place it on the
						// delayed list
						if (anim.mStartDelay == 0) {
							anim.startAnimation();
						} else {
							delayedAnims.add(anim);
						}
					}
				}
				// fall through to process first frame of new animations
			case ANIMATION_FRAME:
				// currentTime holds the common time for all animations
				// processed
				// during this frame
				long currentTime = AnimationUtils.currentAnimationTimeMillis();
				ArrayList<ValueAnimator> readyAnims = sReadyAnims.get();
				ArrayList<ValueAnimator> endingAnims = sEndingAnims.get();

				// First, process animations currently sitting on the delayed
				// queue, adding
				// them to the active animations if they are ready
				int numDelayedAnims = delayedAnims.size();
				for (int i = 0; i < numDelayedAnims; ++i) {
					ValueAnimator anim = delayedAnims.get(i);
					if (anim.delayedAnimationFrame(currentTime)) {
						readyAnims.add(anim);
					}
				}
				int numReadyAnims = readyAnims.size();
				if (numReadyAnims > 0) {
					for (int i = 0; i < numReadyAnims; ++i) {
						ValueAnimator anim = readyAnims.get(i);
						anim.startAnimation();
						anim.mRunning = true;
						delayedAnims.remove(anim);
					}
					readyAnims.clear();
				}

				// Now process all active animations. The return value from
				// animationFrame()
				// tells the handler whether it should now be ended
				int numAnims = animations.size();
				int i = 0;
				while (i < numAnims) {
					ValueAnimator anim = animations.get(i);
					if (anim.animationFrame(currentTime)) {
						endingAnims.add(anim);
					}
					if (animations.size() == numAnims) {
						++i;
					} else {
						// An animation might be canceled or ended by client
						// code
						// during the animation frame. Check to see if this
						// happened by
						// seeing whether the current index is the same as it
						// was before
						// calling animationFrame(). Another approach would be
						// to copy
						// animations to a temporary list and process that list
						// instead,
						// but that entails garbage and processing overhead that
						// would
						// be nice to avoid.
						--numAnims;
						endingAnims.remove(anim);
					}
				}
				if (endingAnims.size() > 0) {
					for (i = 0; i < endingAnims.size(); ++i) {
						endingAnims.get(i).endAnimation();
					}
					endingAnims.clear();
				}

				// If there are still active or delayed animations, call the
				// handler again
				// after the frameDelay
				if (callAgain
						&& (!animations.isEmpty() || !delayedAnims.isEmpty())) {
					sendEmptyMessageDelayed(
							ANIMATION_FRAME,
							Math.max(
									0,
									sFrameDelay
											- (AnimationUtils
													.currentAnimationTimeMillis() - currentTime)));
				}
				break;
			}
		}
	}

	/**
	 * The amount of time, in milliseconds, to delay starting the animation
	 * after {@link #start()} is called.
	 * 
	 * @return the number of milliseconds to delay running the animation
	 */
	@Override
	public long getStartDelay() {
		return mStartDelay;
	}

	/**
	 * The amount of time, in milliseconds, to delay starting the animation
	 * after {@link #start()} is called.
	 * 
	 * @param startDelay
	 *            The amount of the delay, in milliseconds
	 */
	@Override
	public void setStartDelay(long startDelay) {
		this.mStartDelay = startDelay;
	}

	/**
	 * The amount of time, in milliseconds, between each frame of the animation.
	 * This is a requested time that the animation will attempt to honor, but
	 * the actual delay between frames may be different, depending on system
	 * load and capabilities. This is a static function because the same delay
	 * will be applied to all animations, since they are all run off of a single
	 * timing loop.
	 * 
	 * @return the requested time between frames, in milliseconds
	 */
	public static long getFrameDelay() {
		return sFrameDelay;
	}

	/**
	 * The amount of time, in milliseconds, between each frame of the animation.
	 * This is a requested time that the animation will attempt to honor, but
	 * the actual delay between frames may be different, depending on system
	 * load and capabilities. This is a static function because the same delay
	 * will be applied to all animations, since they are all run off of a single
	 * timing loop.
	 * 
	 * @param frameDelay
	 *            the requested time between frames, in milliseconds
	 */
	public static void setFrameDelay(long frameDelay) {
		sFrameDelay = frameDelay;
	}

	/**
	 * The most recent value calculated by this <code>ValueAnimator</code> when
	 * there is just one property being animated. This value is only sensible
	 * while the animation is running. The main purpose for this read-only
	 * property is to retrieve the value from the <code>ValueAnimator</code>
	 * during a call to
	 * 
	 * @return animatedValue The value most recently calculated by this
	 *         <code>ValueAnimator</code> for the single property being
	 *         animated. If there are several properties being animated
	 *         (specified by several PropertyValuesHolder objects in the
	 *         constructor), this function returns the animated value for the
	 *         first of those objects.
	 *         {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)},
	 *         which is called during each animation frame, immediately after
	 *         the value is calculated.
	 */
	public Object getAnimatedValue() {
		if (mValues != null && mValues.length > 0) {
			return mValues[0].getAnimatedValue();
		}
		// Shouldn't get here; should always have values unless ValueAnimator
		// was set up wrong
		return null;
	}

	/**
	 * The most recent value calculated by this <code>ValueAnimator</code> for
	 * <code>propertyName</code>. The main purpose for this read-only property
	 * is to retrieve the value from the <code>ValueAnimator</code> during a
	 * call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)},
	 * which is called during each animation frame, immediately after the value
	 * is calculated.
	 * 
	 * @param propertyName
	 *            the property name
	 * @return animatedValue The value most recently calculated for the named
	 *         property by this <code>ValueAnimator</code>.
	 */
	public Object getAnimatedValue(String propertyName) {
		PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName);
		if (valuesHolder != null) {
			return valuesHolder.getAnimatedValue();
		} else {
			// At least avoid crashing if called with bogus propertyName
			return null;
		}
	}

	/**
	 * Sets how many times the animation should be repeated. If the repeat count
	 * is 0, the animation is never repeated. If the repeat count is greater
	 * than 0 or {@link #INFINITE}, the repeat mode will be taken into account.
	 * The repeat count is 0 by default.
	 * 
	 * @param value
	 *            the number of times the animation should be repeated
	 */
	public void setRepeatCount(int value) {
		mRepeatCount = value;
	}

	/**
	 * Defines how many times the animation should repeat. The default value is
	 * 0.
	 * 
	 * @return the number of times the animation should repeat, or
	 *         {@link #INFINITE}
	 */
	public int getRepeatCount() {
		return mRepeatCount;
	}

	/**
	 * Defines what this animation should do when it reaches the end. This
	 * setting is applied only when the repeat count is either greater than 0 or
	 * 
	 * @param value
	 *            the new repeat mode {@link #INFINITE}. Defaults to
	 *            {@link #RESTART}. {@link #RESTART} or {@link #REVERSE}
	 */
	public void setRepeatMode(int value) {
		mRepeatMode = value;
	}

	/**
	 * Defines what this animation should do when it reaches the end.
	 * 
	 * @return either one of {@link #REVERSE} or {@link #RESTART}
	 */
	public int getRepeatMode() {
		return mRepeatMode;
	}

	/**
	 * Adds a listener to the set of listeners that are sent update events
	 * through the life of an animation. This method is called on all listeners
	 * for every frame of the animation, after the values for the animation have
	 * been calculated.
	 * 
	 * @param listener
	 *            the listener to be added to the current set of listeners for
	 *            this animation.
	 */
	public void addUpdateListener(AnimatorUpdateListener listener) {
		if (mUpdateListeners == null) {
			mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
		}
		mUpdateListeners.add(listener);
	}

	/**
	 * Removes all listeners from the set listening to frame updates for this
	 * animation.
	 */
	public void removeAllUpdateListeners() {
		if (mUpdateListeners == null) {
			return;
		}
		mUpdateListeners.clear();
		mUpdateListeners = null;
	}

	/**
	 * Removes a listener from the set listening to frame updates for this
	 * animation.
	 * 
	 * @param listener
	 *            the listener to be removed from the current set of update
	 *            listeners for this animation.
	 */
	public void removeUpdateListener(AnimatorUpdateListener listener) {
		if (mUpdateListeners == null) {
			return;
		}
		mUpdateListeners.remove(listener);
		if (mUpdateListeners.size() == 0) {
			mUpdateListeners = null;
		}
	}

	/**
	 * The time interpolator used in calculating the elapsed fraction of this
	 * animation. The interpolator determines whether the animation runs with
	 * linear or non-linear motion, such as acceleration and deceleration. The
	 * default value is
	 * 
	 * @param value
	 *            the interpolator to be used by this animation. A value of
	 *            <code>null</code> will result in linear interpolation.
	 *            {@link android.view.animation.AccelerateDecelerateInterpolator}
	 */
	@Override
	public void setInterpolator(/* Time */Interpolator value) {
		if (value != null) {
			mInterpolator = value;
		} else {
			mInterpolator = new LinearInterpolator();
		}
	}

	/**
	 * Returns the timing interpolator that this ValueAnimator uses.
	 * 
	 * @return The timing interpolator for this ValueAnimator.
	 */
	public/* Time */Interpolator getInterpolator() {
		return mInterpolator;
	}

	/**
	 * The type evaluator to be used when calculating the animated values of
	 * this animation. The system will automatically assign a float or int
	 * evaluator based on the type of <code>startValue</code> and
	 * <code>endValue</code> in the constructor. But if these values are not one
	 * of these primitive types, or if different evaluation is desired (such as
	 * is necessary with int values that represent colors), a custom evaluator
	 * needs to be assigned. For example, when running an animation on color
	 * values, the {@link ArgbEvaluator} should be used to get correct RGB color
	 * interpolation.
	 * 
	 * <p>
	 * If this ValueAnimator has only one set of values being animated between,
	 * this evaluator will be used for that set. If there are several sets of
	 * values being animated, which is the case if PropertyValuesHOlder objects
	 * were set on the ValueAnimator, then the evaluator is assigned just to the
	 * first PropertyValuesHolder object.
	 * </p>
	 * 
	 * @param value
	 *            the evaluator to be used this animation
	 */
	public void setEvaluator(TypeEvaluator value) {
		if (value != null && mValues != null && mValues.length > 0) {
			mValues[0].setEvaluator(value);
		}
	}

	/**
	 * Start the animation playing. This version of start() takes a boolean flag
	 * that indicates whether the animation should play in reverse. The flag is
	 * usually false, but may be set to true if called from the reverse()
	 * method.
	 * 
	 * <p>
	 * The animation started by calling this method will be run on the thread
	 * that called this method. This thread should have a Looper on it (a
	 * runtime exception will be thrown if this is not the case). Also, if the
	 * animation will animate properties of objects in the view hierarchy, then
	 * the calling thread should be the UI thread for that view hierarchy.
	 * </p>
	 * 
	 * @param playBackwards
	 *            Whether the ValueAnimator should start playing in reverse.
	 */
	private void start(boolean playBackwards) {
		if (Looper.myLooper() == null) {
			throw new AndroidRuntimeException(
					"Animators may only be run on Looper threads");
		}
		mPlayingBackwards = playBackwards;
		mCurrentIteration = 0;
		mPlayingState = STOPPED;
		mStarted = true;
		mStartedDelay = false;
		sPendingAnimations.get().add(this);
		if (mStartDelay == 0) {
			// This sets the initial value of the animation, prior to actually
			// starting it running
			setCurrentPlayTime(getCurrentPlayTime());
			mPlayingState = STOPPED;
			mRunning = true;

			if (mListeners != null) {
				ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners
						.clone();
				int numListeners = tmpListeners.size();
				for (int i = 0; i < numListeners; ++i) {
					tmpListeners.get(i).onAnimationStart(this);
				}
			}
		}
		AnimationHandler animationHandler = sAnimationHandler.get();
		if (animationHandler == null) {
			animationHandler = new AnimationHandler();
			sAnimationHandler.set(animationHandler);
		}
		animationHandler.sendEmptyMessage(ANIMATION_START);
	}

	/** 
	* <p>Title: start</p> 
	* <p>Description: </p>  
	* @see com.actionbarsherlock.internal.nineoldandroids.animation.Animator#start() 
	*/
	@Override
	public void start() {
		start(false);
	}

	/** 
	* <p>Title: cancel</p> 
	* <p>Description: </p>  
	* @see com.actionbarsherlock.internal.nineoldandroids.animation.Animator#cancel() 
	*/
	@Override
	public void cancel() {
		// Only cancel if the animation is actually running or has been started
		// and is about
		// to run
		if (mPlayingState != STOPPED || sPendingAnimations.get().contains(this)
				|| sDelayedAnims.get().contains(this)) {
			// Only notify listeners if the animator has actually started
			if (mRunning && mListeners != null) {
				ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners
						.clone();
				for (AnimatorListener listener : tmpListeners) {
					listener.onAnimationCancel(this);
				}
			}
			endAnimation();
		}
	}

	/** 
	* <p>Title: end</p> 
	* <p>Description: </p>  
	* @see com.actionbarsherlock.internal.nineoldandroids.animation.Animator#end() 
	*/
	@Override
	public void end() {
		if (!sAnimations.get().contains(this)
				&& !sPendingAnimations.get().contains(this)) {
			// Special case if the animation has not yet started; get it ready
			// for ending
			mStartedDelay = false;
			startAnimation();
		} else if (!mInitialized) {
			initAnimation();
		}
		// The final value set on the target varies, depending on whether the
		// animation
		// was supposed to repeat an odd number of times
		if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) {
			animateValue(0f);
		} else {
			animateValue(1f);
		}
		endAnimation();
	}

	/** 
	* <p>Title: isRunning</p> 
	* <p>Description: </p> 
	* @return 
	* @see com.actionbarsherlock.internal.nineoldandroids.animation.Animator#isRunning() 
	*/
	@Override
	public boolean isRunning() {
		return (mPlayingState == RUNNING || mRunning);
	}

	/** 
	* <p>Title: isStarted</p> 
	* <p>Description: </p> 
	* @return 
	* @see com.actionbarsherlock.internal.nineoldandroids.animation.Animator#isStarted() 
	*/
	@Override
	public boolean isStarted() {
		return mStarted;
	}

	/**
	 * Plays the ValueAnimator in reverse. If the animation is already running,
	 * it will stop itself and play backwards from the point reached when
	 * reverse was called. If the animation is not currently running, then it
	 * will start from the end and play backwards. This behavior is only set for
	 * the current animation; future playing of the animation will use the
	 * default behavior of playing forward.
	 */
	public void reverse() {
		mPlayingBackwards = !mPlayingBackwards;
		if (mPlayingState == RUNNING) {
			long currentTime = AnimationUtils.currentAnimationTimeMillis();
			long currentPlayTime = currentTime - mStartTime;
			long timeLeft = mDuration - currentPlayTime;
			mStartTime = currentTime - timeLeft;
		} else {
			start(true);
		}
	}

	/**
	 * Called internally to end an animation by removing it from the animations
	 * list. Must be called on the UI thread.
	 */
	private void endAnimation() {
		sAnimations.get().remove(this);
		sPendingAnimations.get().remove(this);
		sDelayedAnims.get().remove(this);
		mPlayingState = STOPPED;
		if (mRunning && mListeners != null) {
			ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners
					.clone();
			int numListeners = tmpListeners.size();
			for (int i = 0; i < numListeners; ++i) {
				tmpListeners.get(i).onAnimationEnd(this);
			}
		}
		mRunning = false;
		mStarted = false;
	}

	/**
	 * Called internally to start an animation by adding it to the active
	 * animations list. Must be called on the UI thread.
	 */
	private void startAnimation() {
		initAnimation();
		sAnimations.get().add(this);
		if (mStartDelay > 0 && mListeners != null) {
			// Listeners were already notified in start() if startDelay is 0;
			// this is
			// just for delayed animations
			ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners
					.clone();
			int numListeners = tmpListeners.size();
			for (int i = 0; i < numListeners; ++i) {
				tmpListeners.get(i).onAnimationStart(this);
			}
		}
	}

	/**
	 * Internal function called to process an animation frame on an animation
	 * that is currently sleeping through its <code>startDelay</code> phase. The
	 * return value indicates whether it should be woken up and put on the
	 * active animations queue.
	 * 
	 * @param currentTime
	 *            The current animation time, used to calculate whether the
	 *            animation has exceeded its <code>startDelay</code> and should
	 *            be started.
	 * @return True if the animation's <code>startDelay</code> has been exceeded
	 *         and the animation should be added to the set of active
	 *         animations.
	 */
	private boolean delayedAnimationFrame(long currentTime) {
		if (!mStartedDelay) {
			mStartedDelay = true;
			mDelayStartTime = currentTime;
		} else {
			long deltaTime = currentTime - mDelayStartTime;
			if (deltaTime > mStartDelay) {
				// startDelay ended - start the anim and record the
				// mStartTime appropriately
				mStartTime = currentTime - (deltaTime - mStartDelay);
				mPlayingState = RUNNING;
				return true;
			}
		}
		return false;
	}

	/**
	 * This internal function processes a single animation frame for a given
	 * animation. The currentTime parameter is the timing pulse sent by the
	 * handler, used to calculate the elapsed duration, and therefore the
	 * elapsed fraction, of the animation. The return value indicates whether
	 * the animation should be ended (which happens when the elapsed time of the
	 * animation exceeds the animation's duration, including the repeatCount).
	 * 
	 * @param currentTime
	 *            The current time, as tracked by the static timing handler
	 * @return true if the animation's duration, including any repetitions due
	 *         to <code>repeatCount</code> has been exceeded and the animation
	 *         should be ended.
	 */
	boolean animationFrame(long currentTime) {
		boolean done = false;

		if (mPlayingState == STOPPED) {
			mPlayingState = RUNNING;
			if (mSeekTime < 0) {
				mStartTime = currentTime;
			} else {
				mStartTime = currentTime - mSeekTime;
				// Now that we're playing, reset the seek time
				mSeekTime = -1;
			}
		}
		switch (mPlayingState) {
		case RUNNING:
		case SEEKED:
			float fraction = mDuration > 0 ? (float) (currentTime - mStartTime)
					/ mDuration : 1f;
			if (fraction >= 1f) {
				if (mCurrentIteration < mRepeatCount
						|| mRepeatCount == INFINITE) {
					// Time to repeat
					if (mListeners != null) {
						int numListeners = mListeners.size();
						for (int i = 0; i < numListeners; ++i) {
							mListeners.get(i).onAnimationRepeat(this);
						}
					}
					if (mRepeatMode == REVERSE) {
						mPlayingBackwards = mPlayingBackwards ? false : true;
					}
					mCurrentIteration += (int) fraction;
					fraction = fraction % 1f;
					mStartTime += mDuration;
				} else {
					done = true;
					fraction = Math.min(fraction, 1.0f);
				}
			}
			if (mPlayingBackwards) {
				fraction = 1f - fraction;
			}
			animateValue(fraction);
			break;
		}

		return done;
	}

	/**
	 * Returns the current animation fraction, which is the elapsed/interpolated
	 * fraction used in the most recent frame update on the animation.
	 * 
	 * @return Elapsed/interpolated fraction of the animation.
	 */
	public float getAnimatedFraction() {
		return mCurrentFraction;
	}

	/**
	 * This method is called with the elapsed fraction of the animation during
	 * every animation frame. This function turns the elapsed fraction into an
	 * interpolated fraction and then into an animated value (from the
	 * evaluator. The function is called mostly during animation updates, but it
	 * is also called when the <code>end()</code> function is called, to set the
	 * final value on the property.
	 * 
	 * <p>
	 * Overrides of this method must call the superclass to perform the
	 * calculation of the animated value.
	 * </p>
	 * 
	 * @param fraction
	 *            The elapsed fraction of the animation.
	 */
	void animateValue(float fraction) {
		fraction = mInterpolator.getInterpolation(fraction);
		mCurrentFraction = fraction;
		int numValues = mValues.length;
		for (int i = 0; i < numValues; ++i) {
			mValues[i].calculateValue(fraction);
		}
		if (mUpdateListeners != null) {
			int numListeners = mUpdateListeners.size();
			for (int i = 0; i < numListeners; ++i) {
				mUpdateListeners.get(i).onAnimationUpdate(this);
			}
		}
	}

	/** 
	* <p>Title: clone</p> 
	* <p>Description: </p> 
	* @return 
	* @see com.actionbarsherlock.internal.nineoldandroids.animation.Animator#clone() 
	*/
	@Override
	public ValueAnimator clone() {
		final ValueAnimator anim = (ValueAnimator) super.clone();
		if (mUpdateListeners != null) {
			ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners;
			anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
			int numListeners = oldListeners.size();
			for (int i = 0; i < numListeners; ++i) {
				anim.mUpdateListeners.add(oldListeners.get(i));
			}
		}
		anim.mSeekTime = -1;
		anim.mPlayingBackwards = false;
		anim.mCurrentIteration = 0;
		anim.mInitialized = false;
		anim.mPlayingState = STOPPED;
		anim.mStartedDelay = false;
		PropertyValuesHolder[] oldValues = mValues;
		if (oldValues != null) {
			int numValues = oldValues.length;
			anim.mValues = new PropertyValuesHolder[numValues];
			anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(
					numValues);
			for (int i = 0; i < numValues; ++i) {
				PropertyValuesHolder newValuesHolder = oldValues[i].clone();
				anim.mValues[i] = newValuesHolder;
				anim.mValuesMap.put(newValuesHolder.getPropertyName(),
						newValuesHolder);
			}
		}
		return anim;
	}

	/**
	 * Implementors of this interface can add themselves as update listeners to
	 * an <code>ValueAnimator</code> instance to receive callbacks on every
	 * animation frame, after the current frame's values have been calculated
	 * for that <code>ValueAnimator</code>.
	 * 
	 * @see AnimatorUpdateEvent
	 */
	public static interface AnimatorUpdateListener {
		/**
		 * <p>
		 * Notifies the occurrence of another frame of the animation.
		 * </p>
		 * 
		 * @param animation
		 *            The animation which was repeated.
		 */
		void onAnimationUpdate(ValueAnimator animation);

	}

	/**
	 * Return the number of animations currently running.
	 * 
	 * Used by StrictMode internally to annotate violations. Only called on the
	 * main thread.
	 * 
	 * @return the current animations count
	 * @hide
	 */
	public static int getCurrentAnimationsCount() {
		return sAnimations.get().size();
	}

	/**
	 * Clear all animations on this thread, without canceling or ending them.
	 * This should be used with caution.
	 * 
	 * @hide
	 */
	public static void clearAllAnimations() {
		sAnimations.get().clear();
		sPendingAnimations.get().clear();
		sDelayedAnims.get().clear();
	}

	/** 
	* <p>Title: toString</p> 
	* <p>Description: </p> 
	* @return 
	* @see java.lang.Object#toString() 
	*/
	@Override
	public String toString() {
		String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode());
		if (mValues != null) {
			for (int i = 0; i < mValues.length; ++i) {
				returnVal += "\n    " + mValues[i].toString();
			}
		}
		return returnVal;
	}
}
